Major Flag - EarthStone
I was thinking about what abilities players would definitely scrap over - what kind of effect players would be compelled to try to gain & maintain control of. It has to be something with considerable potential to alter the course of combat events regardless of Demigod level.
EarthStone
An alchemical treasure point that, when captured, causes all enemy potions to deliver the opposite of their effects. Health potions will damage imbibers for their regular healing value, Energy potions will subtract from an enemy`s Energy pool, etc. .
This flag point would take a while to convert to your side.
Hopefully such a point would induce constant confrontation - the effect seems substantial enough that it logically would. Such an effect I think also has the potential to turn the tide of a battle that is otherwise in the favour of a foe, the usefulness of potion items being so paramount to gameplay at almost any stage.
Wow I like this idea. Much color than the generic mine (gold) flag. Not sure I would fight over this, as I never use consumables.
Yea I like this idea also but somtimes I never touch potions for whole games. If you go into a battle with a HP pot but the enemy doesnt you'r at an advantage so I can see why a player would want to fight for it in some cases.
Sounds a bit "big" to me. Maybe a 30-50% reduction in efficiency would be more in line?
I`d keep it full effect, although I would by no means feature such a thing on many maps. Other control points *like it* though would be cool. No further ideas on what those could be, but maybe more will strike me in time. Something like this is supposed to be big, yet indirect.
Do that and no-one will touch potions again.
If you control the flag you will. Besides, this is a point (to be) featured on certain maps, hardly all of them.
I generally tend to take potions, at least in the early game. They help a lot, because I have a tendency to bring the more fragile demigods into battle, and because, putting it plainly, I suck.
A flag like this is something I would definitely fight to take and keep. However, I worry about the consequences of owning said flag on momentum. Should one team take a flag, stacking potions for the side with it suddenly becomes extremely attractive because the opponents can't use them at all.
That said, the idea of a flag that affects potion usage is appealing. I'd prefer the suggestion mentioned above for reducing the effectiveness of the potions though.
with such a powerful effect, i think it should have a negative effect on the users also.
because the capturers of the flag will be able to use potions and stuff;
- a constant health degen should be applied to them but not at a very fast rate
- or creeps do double damage
- or armor deficiency etc.
since the opposing team will be somewhat forced to not use potions, the capturers will be forced to heal every now and them at the expense of gold at the same time.
This negative effect will also be something both teams would think about before capturing. But force them to think fast before the other team take the upper hand.
Hmmm. As long as the capture of the flag indeed still gives them the upper hand. If a flag imparts a negative, you then might be encouraging players to *not* capture the flag...
but i think thats a good thing in one way
if you own the flag that gives you more creeps per wave (and the negative effect was creeps do double dmg), you could play it strategically according to that. so your kinda forced to cap another flag before u cap the major flag.
you just gotta work the negative in a way so that it can be played in a strategic way but benefit the user more at the same time. Anything is possible, just gotta think of em.
Possible...
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